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INDUSTRI ANIMASI MENJADI TUAN DI RUMAH SENDIRI (Sebuah Kenyataan dan Harapan bagi Insan dan Penggiat Industri Animasi Lokal) -, Handriyotopo
Capture : Jurnal Seni Media Rekam Vol. 6 No. 2 (2015)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3386.91 KB) | DOI: 10.33153/capture.v6i2.759

Abstract

One day animation industry in Indonesia can be host of his own country. An expectation that requires a struggle and a challenge to the invasion of the animated movie from outside of the domestic animation industry. A lot of animated film produced by the global industries require human resources and no small cost. In fact, the capability of Indonesian human resources in animation are not inferior to the foreign and a lot of Indonesia human resources involved in global animation industry such as Hollywood industry. There are domestic animation industries which produce animation movie, but they are not consumed for domestic people of Indonesia. Government support is expected to develop the domestic animation industry, in which the development of creative industries have promising prospects for increasing foreign exchange earnings. Internet and social media are media to introduce and promote the Indonesia animated films to the international markets although they are still based on local identity.Keywords:  animation, creative, local, and identity
APROPRIATION OF METAFORA IN FILM ADVERTISING “MANDIRI SECURITAS” Handriyotopo, Handriyotopo; Lastoro, GR Lono; Gustami, SP
Capture : Jurnal Seni Media Rekam Vol. 10 No. 1 (2018)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v10i1.2181

Abstract

  Mandiri Securitas Advertising Film is an advertising film using the rhetoric strategy of visual communication of the kris masters as a creative approach. The theme as a basic idea for the creation of the Mandiri Securitas advertisement film seeks to understand the effort of working hard to produce details from the master's work to produce a keris blade, created with metaphorical rhetoric to represent the image of Mandiri Securitas in serving its customers whether they can work well or not by looking at each the role of the political rhetoric domain and banking rhetoric in both. The purpose of this study was to critically identify the two domain metaphorical rhetoric by looking at each role of the constituent elements of the Mandiri Securitas  advertising film. This research method uses descriptive qualitative deconstruction by "appropriation minus one" technique through the dismantling of the banking domain and the domain of perkerisan to see the position of the filmmatic metaphorical rhetoric of the Mandiri Securitas  advertisement. Advertising films contain constituent elements such as visual, audio, animated effects and voice over that support the formation of advertising metaphors. Through appropriation "minus one" can be found the position of visual rhetoric of the keris domain is able to deliver messages from products desired by Mandiri Securitas , but if "animated text" and "voice over" are removed, there is no rhetorical relationship in both.  
PERANCANGAN AUGMENTED REALITY BERBASIS ANDROID SEBAGAI PROMOSI TAMAN SRIWEDARI SURAKARTA Widayaningsih, Nur Hanifati; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 1 No. 2 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i2.3298

Abstract

Taman Sriwedari Surakarta is a cultural heritage treasure that needs efforts to preserve and introduce historical buildings and cultural values to the public, especially young people, through Android-based augmented reality technology. The purpose of this design is that the public can enjoy historical videos, exterior buildings, and the revitalization of the 2018 Surakarta Sriwedari Park video based on android. The design of Augmented Reality becomes more attractive, interesting, and educational as well as a means of preserving Surakarta Sriwedari Park as a cultural heritage. This design uses the diffusion analysis of innovation, the Multimedia Development Live Cycle method, layout design, selection of typography and colors that have aesthetic values. The results of this design are in the form of identity creation, a catalog book containing markers and information, and an application called SriwedARi. An advertising promotion strategy in an effort to introduce this product uses above and below the line media as well as through online stores. Keyword: Taman Sriwedari Surakarta, Augmented Reality, diffusion of innovation, marker.
PERANCANGAN POP UP BOOK AND SOUND TEMBANG DOLANAN SEBAGAI MEDIA PENGENALAN ALAT MUSIK GAMELAN Asya Ari, Ilham Musyafa; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 1 No. 1 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i1.3299

Abstract

One traditional Javanese art is the art of tembang dolanan which is accompanied by Javanese gamelan. Currently in school subjects, elementary school students in Surakarta are very rarely introduced, because in fact the gamelan instruments are not owned or rarely exist as a learning laboratory. Learning dolanan songs accompanied by gamelan instruments are considered less interesting and outdated, although there is a campursari instrument or single organ. The design of this pop up book book of dolanan tembang was created, as a new teaching medium aimed to make it more interesting for today's generation, especially for elementary school children to get to know the culture of traditional music which is full of meaning whose existence has been forgotten. This method of creation begins with research and interviews to elementary schools in Surakarta, brainstorming, exploring ideas, creating manuscripts, sketches, layouts, dummy, and artwork. Promotional media to introduce Pop up book is through the media of the top line of the website or social media and supporting media such as color pencils, totegbag, pins and stickers, as a form to awaken the importance of loving the local culture in tembang dolanan. 
Media Buku Pop Up Pembelajaran Bahasa Jawa Anak Sekolah Dasar Kusumoningrum, Ipung Dyah; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 2 No. 1 (2021)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v2i1.3669

Abstract

Writing a Javanese script to make it easy to understand requires interactive learning media by designing interactive pop-up books for elementary school students in Surakarta. The design of a pop-up book in Javanese with a qualitative methodology to collect data through interviews with teachers, the education office, and references to the Javanese curriculum. Pop up book design methods, namely; 1 (first) determine the theme and content of the page, scriptwriting style, visual style, visualization techniques, making interactive pop-up book models. The 2nd (two) make the title design, color selection, design pages with attractive illustrations, as well as selecting materials that are suitable for use. The 3rd (three) determines the illustrations and pop-up techniques used on each page. Promotional media for the introduction of Javanese script pop up books to the public, through social media, namely; Youtube and Instagram, supported by media posters, x banners, and gifts in the form of drinking bottles and character magnets. The design of interactive Javanese pop-up books is visually attractive and has a positive impact on students to focus on learning better, as a teaching medium for teachers in the classroom.
Perancangan Katalog Digital Museum Radya Pustaka Surakarta Handita Kesoema, Ivan; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 3 No. 1 (2022)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v3i1.4622

Abstract

Radya Pustaka Surakarta Museum needs a service that is able to efficiently present information about its 15,216 collection of cultural heritage objects. The design of the digital catalog website interface aims to be an information service medium for the Radya Pustaka Surakarta Museum that can help visitors find information on cultural heritage. Design using the Design Thinking method is human centered or focuses on human needs (users) and the process originates and is aimed at users. The results of the design include product identity (verbal and visual) from a digital catalog with the main identity of Rajamala combined with primary colors of blue, yellow, and white with a flat design illustration style referring to Michael Fugoso's style and shadows in wayang performances. The main media for this design are website prototypes and promotional media (Instagram campaigns, digital posters and YouTube advertisements) and merchandise supporting media such as (t-shirts, tumblers, sitting calendars, wall clocks, notebooks, keychains, enamel pins and sticker sets).
Komik Webtoon “Yaa Bunayya” Sebagai Penyampaian Pesan Ketagwaan Remaja Muslim Basori, Alif; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 3 No. 2 (2022)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v3i2.4637

Abstract

Webtoons frequently visited by teenagers contain various genres of comic stories, but only a few discuss Islam. The Qur'an has many stories, one of which is the story of Luqman's advice to his son. The webtoon approach to this story is suitable to be conveyed to Muslim youth today so that young people who are the next generation of the nation remain in the corridors of goodness. The design of a webtoon comic tells the story of Luqman. This webtoon character takes ideas from lurik and blangkon motifs, so this design is unique compared to other Islamic comics on the webtoon. Communication strategy via Instagram using the AIDA model to target the target audience.
Problematika Penggunaan AI (Artificial Intellegence) di Bidang Ilustrasi : AI VS Artist Fadilla, Alya Nur; Ramadhani, Putri Munadiyah; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.4741

Abstract

Artificial Intelligence (AI) kini banyak dibicarakan publik dimana teknologi kecerdasan ini telah masuk ke dunia desain khususnya di bidang ilustrasi. Penelitian ini dilakukan karena kehadiran AI disebut-sebut akan menggantikan posisi para seniman. Hal ini dilatarbelakangi akibat adanya peristiwa di sebuah penghargaan seni tahunan, Colorado State Fair yang dimenangkan pekerja kreatif yang memanfaatkan kecerdasan buatan bernama Midjourney. Fenomena ini memantik diskusi besar dalam dunia seni visual. Berbagai tanggapan muncul, ada yang pro penggunaan AI sebagai tools desain, ada yang kontra dengan menyebutkan bahwa AI dapat mematikan sektor pekerja kreatif. Penelitian ini menggunakan pendekatan metode kualitatif deskriptif yang dilakukan berdasarkan studi kasus di lapangan. Tujuannya adalah untuk menganalisis tren AI agar dapat memberi manfaat seperti rekomendasi kebijakan dari perusahaan AI terkait standar publikasi, solusi, prosedur sampai pengetahuan untuk mengindustrialisasikan karya hasil AI agar kedepannya tidak ada masalah atau isi plagiasi lainnya di dunia ilustrasi. Hasil penelitian ini menunjukkan bahwa AI kedepannya akan sangat membantu sebagai tools desain bukan sebagai authority.
METAPHOR IN THE FILM SETAN JAWA Fenda, Intan Yulia Febbyu; Handriyotopo, Handriyotopo
Capture : Jurnal Seni Media Rekam Vol. 12 No. 2 (2021)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v12i2.3441

Abstract

The Setan Jawa film depicts the two main characters' fascinating and expressive body language and motions (Setio and Asih). Accordingly, we formulate the research problem of the Setan Jawa film’s metaphor values. This study uses the metaphorical approach to search for the meanings of the film by analyzing the source and target domains. Our findings indicate that Setan Jawa encompasses both the romance source domain and the tragedy target domain. In sum, Setan Jawa is a film about perseverance, courage, intention, self-sacrifice, and ambition. 
YOUTUBE AS AN ALTERNATIVE MEDIUM FOR APPRECIATING INDEPENDENT SHORT FILMS Sekarnegara, Zafira Saraswati Yasmin; Handriyotopo, Handriyotopo
Capture : Jurnal Seni Media Rekam Vol. 14 No. 1 (2022)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v14i1.4056

Abstract

The Covid-19 pandemic has forced people to use Youtube social media when enjoying entertainment, especially films, including independent short films. This study seeks to illustrate YouTube as an alternative medium for appreciating independent short films, particularly in Surakarta City. This study employs a qualitative research method that emphasizes a thorough and critical point of view and is supported by a phenomenological perspective. Data were collected through observation and literature study and analyzed qualitatively. The research results consider using YouTube as an alternative media for appreciating independent short films suboptimal. Most filmmakers, communities, or production houses use streaming platforms like  YouTube only to promote their continued existence and create networks between filmmakers.